For a lot of our new 3d artists, you can submit pictures of your progress, or finished models and also leave some details of what you feel are your specialties and talents are so that other team members can get an idea how how you might help or be helped with creating your models.

You are more than welcome to open up your on threads like many of the users have, but this is a good place to start on the Skywind adventure.

This is looking pretty nice alysander! We already have a nice Alit going but i could see this morphing into a really nice looking kagouti. I'm hoping to see it turn into a kagouti because the one we have now is not the best imo.

That's looks really good for your first model! I did have to laugh at his little butt. But that's me being immature and not your model.

I am very encouraged that you decided to get your hands in, and I cheer you on. I would say to steer towards a kagouti or a durzog so you make a model we need sooner, but it is your model and your choice.

Dont, worry about animation, the model is help enough. I believe AlexB does the animations anyways so I'd just focus on making the model for now, it looks very amazing for your first one. I'd also talk to Ravanna for any help if you need it.

>durzog
Actually i'm want more to make something new on tetrapedal rig (in Vvarfendell's insect-style) if i wording it right. In morrowind we have'nt some fast transport creature like horse, however we have guar, but high speed not adequate to it.

>laugh at his little butt
May be i should add some tail-balancer, but i don't like if creature will be look just like disproportional t-rex or saur at all.

> Dont, worry about animation
= If i get it right: do applying animation to two alike models is complex work? (i.e. you need about 2x time for 2x models of one structure OR you need only some time more for second object?)

I think this stage of changing first model to kagouti may be used as model of adolescent and/or female animal. Male form (i did'nt know common english word for alpha-male) will be use model with big side tusks, larger tail and frill.

> The legs should probably be lower to the ground.
= I hope that an animator can change that position.
Original position of legs/knees very different anyway, but i think it will be installed on sabercat or bear prototype.
Original creature looks very bulky, so i want this creature more adequate to it bipedality.

> Maybe the female should have small tusks?
= Too many tusks. It already have tusks-teeth on lower jaw. Big tusks functionality is for tournament fights between males.

I was told I had to show proof that I know what I’m doing when it comes to 3d, to participate in this project and that this was a good spot to do it. So here are a few images of my work. Some are renders of high poly count models, and a few are still in progress. The screen caps from Skyrim are of an angelina jolie head and hair model I made and a set of fur armor I helped with (right image). If you have any questions feel free to ask. I use Maya, Mudbox, Adobe Photoshop, Adobe etc. and I’m passable at 3dsMax and Blender. Don’t ask me to code anything unless you have no need for it to work correctly!

I would like to do a few of the unique weapons and miscellaneous 3d assets if any need to be done.